#UE4 Fix to properly pass through extension wildcards when staging debug files, not just the extension.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2659601 by Bob.Tellez on 2015/08/18 13:44:18.
[CL 2660027 by Bob Tellez in Main branch]
#UE4 dsym files are now staged as DebugNonUFS files so they are excluded from chunking just like pdbs in windows
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2659582 by Bob.Tellez on 2015/08/18 13:37:14.
[CL 2660025 by Bob Tellez in Main branch]
Creating an app bundle when archiving for mac is now optional.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2637748 by Bob.Tellez on 2015/07/29 17:46:21.
[CL 2637750 by Bob Tellez in Main branch]
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.
Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh
[CL 2615060 by Wes Hunt in Main branch]
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh
[CL 2605826 by Wes Hunt in Main branch]
OPP-2548
Merging //depot/UE4-Fortnite/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs to //depot/UE4/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs
#codereview michael.trepka,josh.adams
[CL 2514643 by Eric Newman in Main branch]
- This is a first pass
- Mac uses data outside the .app so that there's only one copy of the content. This should get a bootstrap executable like Windows has
- Only tested on Mac so far, although it doesn't handle D3D11 shaders, or some of the icon updating for the bootstrap working
- Added Desktop platform icons
[CL 2505866 by Josh Adams in Main branch]